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One of the perils of creating bigger, more involved games on richer, more powerful architectures is presenting that complexity to designers. Tom Clancy's The Division features a large number of NPCs with a wide range of complex behaviors. The designers needed to be able to manage the creation, editing and debugging of the NPC AI in an effective, understandable and efficient way. This lecture will show how this is made possible using the technology of the Snowdrop engine. This talk will include an introduction to how behavior trees are structured and how their logic works. Jonas will demonstrate how behaviors from the game are employed to illustrate the various tools and techniques used to author them and to manage the complexity as the number of those behaviors increases. Throughout the talk the positive effects of a shared tool used by both programmers and designers will be highlighted.